Re: What happened to BRIGADE?
Posted: Tue Aug 26, 2014 6:58 am
if Brigade will be faster then Octane will be faster too...
mmmmh....
mmmmh....
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A much appreciated response! Thanks icelaglace. Can't wait for Brigade. Incidentally, I hope to be working OFFLINE mostly for day to day iterative work (architecture and product design) and probably would use the cloud offering for final rendering out of presentation stuff. But client interactive client presentations would be great offline on a Titan or 3 in Brigade. Don't know how clean that 720p@30fps is but Brigade seems faster than Octane so that should be good.icelaglace wrote:Brigade is meant to be real-time, for games / pre-vis, etc... while keeping the goodness of unbiased path tracing.
Unreal Engine can do both, it can do LPV (some kind of GI using SH) and baking. Baking is the most common option (see the latest works done with UE4 on archvis, very nice but it's a baked scene, so not much dynamic objects).
That's why games like Battlefield as they have fully destructible objects avoid baking (IIRC, they used Geometrics).
But for static scenes, baking is probably one of the best options.
The point of Brigade is having the quality of baked lightmaps but in real-time so you can move your objects, change the lighting... (You guys use Octane, I don't need to explain haha)
You don't need 64 GPUs to run Brigade, don't worry. The point of using the cloud is that anyone even if they have a terrible machine (Not everyone has 780ti's, especially normal gamers or architects) They still can use Brigade how it's meant to be.
Brigade 3 currently renders 720p@30fps on a single GPU (780, not TI).
And we're still refactoring some stuff there and there, so the performance is not even final...far from it.It'll be much faster soon.
Our main objective is the noise-free real-time rendering, we reduced the noise A LOT since I'm working on it, I can't judge too much about previous versions of Brigade, I'm working on it since Brigade 2.
Then all the ORBX workflow will be usable in Brigade too, Like you do your scene on Octane - you can render it on Brigade and vice versa.
For game devs, they shouldn't worry, there is enough CPU/MEM to do their game logic, sound, AI, physics, etc...
We'll give you guys updates about Brigade soon! Sorry about that lack of news, but no worries, it's actively being worked on.
Thanks.
Sounds an awful lot like Octane... (except the 'games' thing perhaps)icelaglace wrote:Brigade is meant to be real-time, for games / pre-vis, etc... while keeping the goodness of unbiased path tracing.
If that's true, then I would like to have a "compile" option for Octane too, so once I finished tweaking my scene, I will compile it, and it will render super fast.riggles wrote:I thought I remember reading somewhere that a Brigade scene is precompiled, as in: no nodes. This sounds to me like shader properties (but not actual lighting/reflections) are baked to the surface in a way. This would seem to basically eliminate the scene graph and speed up calculations considerably.
ORBX export from Octane seems to be the current solution.Rikk The Gaijin wrote:If that's true, then I would like to have a "compile" option for Octane too, so once I finished tweaking my scene, I will compile it, and it will render super fast.riggles wrote:I thought I remember reading somewhere that a Brigade scene is precompiled, as in: no nodes. This sounds to me like shader properties (but not actual lighting/reflections) are baked to the surface in a way. This would seem to basically eliminate the scene graph and speed up calculations considerably.
I hope it makes sense?
Brigade was created by Jacco Bikker and Jeroen Van Schijndel years ago.Rikk The Gaijin wrote:Just out of curiosity, I thought Sam Lapere was the creator of Brigade, and now he's "missing". What happened to him? (if it's ok to ask)
Brigade is another project on its own. It's not because both of them do path-tracing that under the hood, they use the same techniques, methods, technologies, way of rendering path-tracing, etc...Seekerfinder wrote:icelaglace wrote:Brigade is meant to be real-time, for games / pre-vis, etc... while keeping the goodness of unbiased path tracing.
Sounds an awful lot like Octane... (except the 'games' thing perhaps)
Is the intention that Octane would remain the tool for texturing and high level composting and to create render passes etc and Brigade to be an interactive viewer of exported scenes only - like Octane's, only faster, but without the ability to update materials, add proxies etc? A 'dumb' viewer in other words. Would that be more or less correct? If so, would it not be possible to have an interactive Brigade window that offers live updates from Octane so that we can have the same brilliant interactivity we have with Octane, but faster interactivity in Brigade...?
You can modify your materials, shaders in real-time on Brigade too, like Octane.riggles wrote:I thought I remember reading somewhere that a Brigade scene is precompiled, as in: no nodes. This sounds to me like shader properties (but not actual lighting/reflections) are baked to the surface in a way. This would seem to basically eliminate the scene graph and speed up calculations considerably.
It's possible I just made all that up, too.